Outpost Universe Forums
Outpost Series Games => Outpost 2 Divided Destiny => Topic started by: lordpalandus on March 27, 2012, 01:53:39 AM
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Patch Idea
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Hmm, I used to wonder why they got damaged when removing your own tubes. But I suppose the game doesn't track tube ownership, so that's part of it.
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Mhmm and the reason theres a limit on it is so that you don't abuse sending an earthworker into an enemy base at the start to "remove" tubes from the connection to the smelter and structure factory.
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I remember there being an explanation of why the earthworker got damaged but can't remember it...I think it was something to do with electro-static (the foundation of plym's ESG weapon)
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Is that also why you can't destroy them with weapons fire, lightning bolts, meteorites, and explosions from SuperNovas?
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That part is because they are actually underground
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Oh. I see. That'd explain much. But you'd think that at least a starflare or even a supernova would do enough damage to actually even collapse these tubes underground... or more to the point how do they survive an earthquake?
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you're thinking too much into it :P
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I know. Can't help it with such an interesting topic.
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In some cases the ability to remove 3 tubes is already good enough to effectively kill your enemy. It shouldn't be increased. I understand the problem that occurs when destroying your own tubes. But making the Earthworker more durable (Edit: wrt tube destruction) doesn't seem like a good solution.
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Oh I had no intention of making it more durable. I simply meant reduce the damage dealt to the earthworker from like 40% hp per tube (its more than 33% hp damage for sure) to something like 20% hp per tube.
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which would effectively increase its durability.
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vs tubes yes.
vs natural disasters and direct weapons fire? 125hp with no armor doesn't last too long whether you are or aren't removing tubes.
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Did I mention natural disasters or weapon fire in my post? No, so why do you believe that I'm concerned about those? Stop being picky.
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You mentioned durability thats all. I thought you implied that the earthworker would as a result gain more hp. I simply thought you meant that be increasing its HP, its durability would go up. Sorry for the misunderstanding... didn't mean nothing by it.
I'm just thinking about the earthworker from a personal usage standpoint. I like to remove tubes for cosmetic reasons and to allow walls to be closer to a guard post (more efficient with space) and don't like having to repair them constantly because removing tubes burns health like crazy. And by reducing the damage percentage dealt to earthworkers it allows them to remove more tubes between repairing.
Ex. Earthworker has 125 hp, 40% of 125 is (50 hp). So alternatively you could say removing a tube deals 50 damage to the earthworker. By changing the % to 20% of 125hp (25hp), the earthworker takes 25 damage per tube removal. This also helps when you move it to be repaired, as it takes a much lower speed reduction from 20% reduction in hp.
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There could be an upgrade for them that gives earthworkers light armor and take no damage from removing tubes. It would come after the tok upgrade for Eden, and after the ESG research for Plymouth.
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ROFL. 25% for all choices.